Added keyframes to leap melee.

This commit is contained in:
Sam
2020-09-28 18:55:38 -05:00
committed by jiminycrick
parent b2501a5b5d
commit 30b45fc079
4 changed files with 202 additions and 139 deletions

View File

@ -121,15 +121,16 @@ pub enum CharacterAbility {
}, },
LeapMelee { LeapMelee {
energy_cost: u32, energy_cost: u32,
movement_duration: Duration,
buildup_duration: Duration, buildup_duration: Duration,
movement_duration: Duration,
swing_duration: Duration,
recover_duration: Duration, recover_duration: Duration,
base_damage: u32, base_damage: u32,
range: f32, range: f32,
max_angle: f32, max_angle: f32,
knockback: f32, knockback: f32,
leap_speed: f32, forward_leap_strength: f32,
leap_vert_speed: f32, vertical_leap_strength: f32,
}, },
SpinMelee { SpinMelee {
buildup_duration: Duration, buildup_duration: Duration,
@ -464,27 +465,32 @@ impl From<&CharacterAbility> for CharacterState {
}), }),
CharacterAbility::LeapMelee { CharacterAbility::LeapMelee {
energy_cost: _, energy_cost: _,
movement_duration,
buildup_duration, buildup_duration,
movement_duration,
swing_duration,
recover_duration, recover_duration,
base_damage, base_damage,
knockback,
range, range,
max_angle, max_angle,
knockback, forward_leap_strength,
leap_speed, vertical_leap_strength,
leap_vert_speed,
} => CharacterState::LeapMelee(leap_melee::Data { } => CharacterState::LeapMelee(leap_melee::Data {
initialize: true, static_data: leap_melee::StaticData {
exhausted: false,
movement_duration: *movement_duration,
buildup_duration: *buildup_duration, buildup_duration: *buildup_duration,
movement_duration: *movement_duration,
swing_duration: *swing_duration,
recover_duration: *recover_duration, recover_duration: *recover_duration,
base_damage: *base_damage, base_damage: *base_damage,
knockback: *knockback,
range: *range, range: *range,
max_angle: *max_angle, max_angle: *max_angle,
knockback: *knockback, forward_leap_strength: *forward_leap_strength,
leap_speed: *leap_speed, vertical_leap_strength: *vertical_leap_strength,
leap_vert_speed: *leap_vert_speed, },
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
}), }),
CharacterAbility::SpinMelee { CharacterAbility::SpinMelee {
buildup_duration, buildup_duration,

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@ -228,15 +228,16 @@ impl Tool {
}, },
LeapMelee { LeapMelee {
energy_cost: 450, energy_cost: 450,
buildup_duration: Duration::from_millis(100),
movement_duration: Duration::from_millis(200), movement_duration: Duration::from_millis(200),
buildup_duration: Duration::from_millis(1000), swing_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(600), recover_duration: Duration::from_millis(600),
base_damage: (160.0 * self.base_power()) as u32, base_damage: (160.0 * self.base_power()) as u32,
knockback: 15.0,
range: 3.5, range: 3.5,
max_angle: 100.0, max_angle: 100.0,
knockback: 15.0, forward_leap_strength: 16.0,
leap_speed: 16.0, vertical_leap_strength: 6.0,
leap_vert_speed: 6.0,
}, },
], ],
Hammer(_) => vec![ Hammer(_) => vec![
@ -264,15 +265,16 @@ impl Tool {
}, },
LeapMelee { LeapMelee {
energy_cost: 700, energy_cost: 700,
buildup_duration: Duration::from_millis(100),
movement_duration: Duration::from_millis(500), movement_duration: Duration::from_millis(500),
buildup_duration: Duration::from_millis(1000), swing_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(100), recover_duration: Duration::from_millis(100),
base_damage: (240.0 * self.base_power()) as u32, base_damage: (240.0 * self.base_power()) as u32,
knockback: 25.0,
range: 4.5, range: 4.5,
max_angle: 360.0, max_angle: 360.0,
knockback: 25.0, forward_leap_strength: 24.0,
leap_speed: 24.0, vertical_leap_strength: 4.0,
leap_vert_speed: 4.0,
}, },
], ],
Farming(_) => vec![BasicMelee { Farming(_) => vec![BasicMelee {

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@ -1,140 +1,184 @@
use crate::{ use crate::{
comp::{Attacking, CharacterState, StateUpdate}, comp::{Attacking, CharacterState, StateUpdate},
states::utils::*, states::utils::{StageSection, *},
sys::character_behavior::{CharacterBehavior, JoinData}, sys::character_behavior::{CharacterBehavior, JoinData},
}; };
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use std::time::Duration; use std::time::Duration;
use vek::Vec3; use vek::Vec3;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
//#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct StaticData {
pub struct Data {
/// How long the state is moving /// How long the state is moving
pub movement_duration: Duration, pub movement_duration: Duration,
/// How long until state should deal damage /// How long until state should deal damage
pub buildup_duration: Duration, pub buildup_duration: Duration,
/// How long the weapon swings
pub swing_duration: Duration,
/// How long the state has until exiting /// How long the state has until exiting
pub recover_duration: Duration, pub recover_duration: Duration,
/// Base damage /// Base damage
pub base_damage: u32, pub base_damage: u32,
/// Whether the attack can deal more damage /// Knockback
pub exhausted: bool, pub knockback: f32,
/// Max range /// Max range
pub range: f32, pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window) /// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32, pub max_angle: f32,
/// Knockback /// Affects how far forward the player leaps
pub knockback: f32, pub forward_leap_strength: f32,
/// Leap speed /// Affects how high the player leaps
pub leap_speed: f32, pub vertical_leap_strength: f32,
/// Leap vertical speed? }
pub leap_vert_speed: f32,
pub initialize: bool, #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
//#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the attack can deal more damage
pub exhausted: bool,
} }
impl CharacterBehavior for Data { impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate { fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data); let mut update = StateUpdate::from(data);
if self.initialize { handle_move(data, &mut update, 0.3);
update.vel.0 = *data.inputs.look_dir * 20.0; handle_jump(data, &mut update);
if let Some(dir) = Vec3::from(data.inputs.look_dir.xy()).try_normalized() {
update.ori.0 = dir.into();
}
}
if self.movement_duration != Duration::default() { match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Buildup
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
exhausted: self.exhausted,
});
} else {
// Transitions to leap portion of state
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
stage_section: StageSection::Movement,
exhausted: self.exhausted,
});
}
},
StageSection::Movement => {
// Jumping // Jumping
update.vel.0 = Vec3::new( update.vel.0 = Vec3::new(
data.inputs.look_dir.x, data.inputs.look_dir.x,
data.inputs.look_dir.y, data.inputs.look_dir.y,
self.leap_vert_speed, self.static_data.vertical_leap_strength,
) * (2.0) ) * 2.0
* (1.0
- self.timer.as_secs_f32()
/ self.static_data.movement_duration.as_secs_f32())
+ (update.vel.0 * Vec3::new(2.0, 2.0, 0.0) + (update.vel.0 * Vec3::new(2.0, 2.0, 0.0)
+ 0.25 * data.inputs.move_dir.try_normalized().unwrap_or_default()) + 0.25 * data.inputs.move_dir.try_normalized().unwrap_or_default())
.try_normalized() .try_normalized()
.unwrap_or_default() .unwrap_or_default()
* self.leap_speed * self.static_data.forward_leap_strength
* (1.0 - data.inputs.look_dir.z.abs()); * (1.0 - data.inputs.look_dir.z.abs());
if self.timer < self.static_data.movement_duration {
// Movement duration
update.character = CharacterState::LeapMelee(Data { update.character = CharacterState::LeapMelee(Data {
movement_duration: self static_data: self.static_data,
.movement_duration timer: self
.checked_sub(Duration::from_secs_f32(data.dt.0)) .timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(), .unwrap_or_default(),
buildup_duration: self.buildup_duration, stage_section: self.stage_section,
recover_duration: self.recover_duration, exhausted: self.exhausted,
base_damage: self.base_damage,
exhausted: false,
range: self.range,
max_angle: self.max_angle,
knockback: self.knockback,
leap_speed: self.leap_speed,
leap_vert_speed: self.leap_vert_speed,
initialize: false,
}); });
} else if self.buildup_duration != Duration::default() && !data.physics.on_ground { } else {
// Falling // Transitions to swing portion of state
update.character = CharacterState::LeapMelee(Data { update.character = CharacterState::LeapMelee(Data {
movement_duration: Duration::default(), static_data: self.static_data,
buildup_duration: self timer: Duration::default(),
.buildup_duration stage_section: StageSection::Swing,
.checked_sub(Duration::from_secs_f32(data.dt.0)) exhausted: self.exhausted,
});
}
},
StageSection::Swing => {
if self.timer < self.static_data.swing_duration {
// Swings weapons
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(), .unwrap_or_default(),
recover_duration: self.recover_duration, stage_section: self.stage_section,
base_damage: self.base_damage, exhausted: self.exhausted,
exhausted: false, });
range: self.range, } else {
max_angle: self.max_angle, // Transitions to recover portion
knockback: self.knockback, update.character = CharacterState::LeapMelee(Data {
leap_speed: self.leap_speed, static_data: self.static_data,
leap_vert_speed: self.leap_vert_speed, timer: Duration::default(),
initialize: false, stage_section: StageSection::Recover,
exhausted: self.exhausted,
});
}
},
StageSection::Recover => {
if !data.physics.on_ground {
// Falls
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
exhausted: self.exhausted,
}); });
} else if !self.exhausted { } else if !self.exhausted {
// Hit attempt // Hit attempt
data.updater.insert(data.entity, Attacking { data.updater.insert(data.entity, Attacking {
base_damage: self.base_damage, base_damage: self.static_data.base_damage,
base_heal: 0, base_heal: 0,
range: self.range, range: self.static_data.range,
max_angle: self.max_angle.to_radians(), max_angle: self.static_data.max_angle.to_radians(),
applied: false, applied: false,
hit_count: 0, hit_count: 0,
knockback: self.knockback, knockback: self.static_data.knockback,
}); });
update.character = CharacterState::LeapMelee(Data { update.character = CharacterState::LeapMelee(Data {
movement_duration: self.movement_duration, static_data: self.static_data,
buildup_duration: Duration::default(), timer: self
recover_duration: self.recover_duration, .timer
base_damage: self.base_damage, .checked_add(Duration::from_secs_f32(data.dt.0))
exhausted: true,
range: self.range,
max_angle: self.max_angle,
knockback: self.knockback,
leap_speed: self.leap_speed,
leap_vert_speed: self.leap_vert_speed,
initialize: false,
});
} else if self.recover_duration != Duration::default() {
// Recovery
handle_move(data, &mut update, 0.7);
update.character = CharacterState::LeapMelee(Data {
movement_duration: self.movement_duration,
buildup_duration: self.buildup_duration,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(), .unwrap_or_default(),
base_damage: self.base_damage, stage_section: self.stage_section,
exhausted: true, exhausted: true,
range: self.range, });
max_angle: self.max_angle, } else if self.timer < self.static_data.recover_duration {
knockback: self.knockback, // Recovers
leap_speed: self.leap_speed, update.character = CharacterState::LeapMelee(Data {
leap_vert_speed: self.leap_vert_speed, static_data: self.static_data,
initialize: false, timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
exhausted: self.exhausted,
}); });
} else { } else {
// Done // Done
@ -142,6 +186,14 @@ impl CharacterBehavior for Data {
// Make sure attack component is removed // Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity); data.updater.remove::<Attacking>(data.entity);
} }
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
},
}
update update
} }

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@ -174,7 +174,10 @@ impl CharacterBehavior for Data {
// Lands // Lands
update.character = CharacterState::RepeaterRanged(Data { update.character = CharacterState::RepeaterRanged(Data {
static_data: self.static_data.clone(), static_data: self.static_data.clone(),
timer: self.timer, timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section, stage_section: self.stage_section,
reps_remaining: self.reps_remaining, reps_remaining: self.reps_remaining,
}); });